//===========================================================================//
// Copyright (C) Microsoft Corporation. All rights reserved.                 //
//===========================================================================//

#include "MLRHeaders.hpp"

#if !defined(MLR_MLRCLIPTRICK_HPP)
	#include <MLR\MLRClipTrick.hpp>
#endif

#if !defined(MLR_MLRINDEXEDTRIANGLECLOUD_HPP)
	#include <MLR\MLRIndexedTriangleCloud.hpp>
#endif

extern DWORD gShowClippedPolys;
extern unsigned short *indexOffset;	// [MidLevelRenderer::Max_Number_Vertices_Per_Mesh]

//#############################################################################
//####################    MLRIndexedTriangleCloud    ##########################
//#############################################################################

DynamicArrayOf<unsigned short>
	*MLRIndexedTriangleCloud::clipExtraIndex;
DynamicArrayOf<Vector2DScalar>
	*MLRIndexedTriangleCloud::clipExtraTexCoords;
DynamicArrayOf<unsigned char>
	*MLRIndexedTriangleCloud::visibleIndexedVertices;


MLRIndexedTriangleCloud::ClassData*
	MLRIndexedTriangleCloud::DefaultData = NULL;

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
	MLRIndexedTriangleCloud::InitializeClass()
{
	Verify(!DefaultData);
	Verify(gos_GetCurrentHeap() == StaticHeap);
	DefaultData =
		new ClassData(
			MLRIndexedTriangleCloudClassID,
			"MidLevelRenderer::MLRIndexedTriangleCloud",
			MLRTriangleCloud::DefaultData
		);
	Register_Object(DefaultData);
	
	clipExtraIndex = new DynamicArrayOf<unsigned short> (Limits::Max_Number_Vertices_Per_Mesh);
	Register_Pointer(clipExtraIndex);
	clipExtraTexCoords = new DynamicArrayOf<Vector2DScalar> (Limits::Max_Number_Vertices_Per_Mesh);
	Register_Pointer(clipExtraTexCoords);
	visibleIndexedVertices = new DynamicArrayOf<unsigned char> (Limits::Max_Number_Vertices_Per_Mesh);
	Register_Pointer(visibleIndexedVertices);

}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
	MLRIndexedTriangleCloud::TerminateClass()
{
	Unregister_Pointer(clipExtraIndex);
	delete clipExtraIndex;
	Unregister_Pointer(clipExtraTexCoords);
	delete clipExtraTexCoords;
	Unregister_Pointer(visibleIndexedVertices);
	delete visibleIndexedVertices;

	Unregister_Object(DefaultData);
	delete DefaultData;
	DefaultData = NULL;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRIndexedTriangleCloud::MLRIndexedTriangleCloud(int nr) :
	MLRTriangleCloud(nr)
{
	Verify(gos_GetCurrentHeap() == Heap);
	usedNrOfPoints = NULL;

	Check_Pointer(this);
	
	drawMode = SortData::TriIndexedList;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
MLRIndexedTriangleCloud::~MLRIndexedTriangleCloud()
{
	Check_Object(this);
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void 
	MLRIndexedTriangleCloud::SetData
	(
		const int *tri_count,
		const int *point_count,
		const unsigned short *index_data,
		const Stuff::Point3D *point_data,
		const Stuff::RGBAColor *color_data,
		const Vector2DScalar *uv_data
	)
{
	Check_Pointer(this);

	usedNrOfTriangles = tri_count;
	usedNrOfPoints = point_count;

	Verify(*usedNrOfTriangles <= maxNrOf);

	index = index_data;
	points = point_data;
	colors = color_data;
	texCoords = uv_data;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void 
	MLRIndexedTriangleCloud::Draw (DrawEffectInformation *dInfo, GOSVertexPool *allVerticesToDraw, MLRSorter *sorter)
{
	Check_Object(this);

	worldToEffect.Invert(*dInfo->effectToWorld);

	Vector4D *v4 = transformedCoords->GetData();
	for(int k=0;k<*usedNrOfPoints;k++, v4++)
	{
		v4->Multiply(points[k], effectToClipMatrix);
		(*clipPerVertex)[k].Clip4dVertex(v4);
	}


#if 0
	Lighting(*shape->worldToShape, dInfo->activeLights, dInfo->nrOfActiveLights);
#endif

	if( Clip(dInfo->clippingFlags, allVerticesToDraw) )
	{
		sorter->AddEffect(this, dInfo->state);
	}
}

static MLRClippingState theAnd, theOr, theTest;

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
int 
	MLRIndexedTriangleCloud::Clip(MLRClippingState clippingFlags, GOSVertexPool *vt)
{
	int	myNumberUsedClipVertex, myNumberUsedClipIndex, myNumberUsedClipLength;

	myNumberUsedClipVertex = 0;
	myNumberUsedClipIndex = 0;
	myNumberUsedClipLength = 0;

	Verify(*usedNrOfTriangles > 0);
	
	//
	//------------------------
	// Handle the indexed case
	//------------------------
	//

	memset(visibleIndexedVertices->GetData(), 0, *usedNrOfPoints);

	//
	//-----------------------------------------------------------------
	// Step through each polygon, making sure that we don't try to clip
	// backfaced polygons
	//-----------------------------------------------------------------
	//
	int i, j, k, k0, k1, *cs = (int *)clipPerVertex->GetData();
	unsigned short l;
	int index0, index1, index2, ret = 0;
	int mask;
	Scalar a = 0.0f;

	for(i=0,j=0;i<*usedNrOfTriangles;j+=3,++i)
	{
		index0 = index[j];
		index1 = index[j+1];
		index2 = index[j+2];
		//
		//---------------------------------------------------------------
		// Test each vertex of the polygon against the allowed clipping
		// planes, and accumulate status for which planes always clip and
		// which planes clipped at least once
		//---------------------------------------------------------------
		//
		theAnd = cs[index0];

		theAnd &= (cs[index1] & cs[index2]);
		theOr |= (cs[index1] | cs[index2]);

		theAnd = theOr = 0;		//ASSUME NO CLIPPING NEEDED FOR MC2.  Its just not done here!
		
		//
		//-------------------------------------------------------------------
		// If any bit is set for all vertices, then the polygon is completely
		// outside the viewing space and we don't have to draw it.  On the
		// other hand, if no bits at all were ever set, we can do a trivial
		// accept of the polygon
		//-------------------------------------------------------------------
		//
		if (theAnd != 0)
		{
			testList[i] = 0;
#ifdef LAB_ONLY
			Set_Statistic(PolysClippedButOutside, PolysClippedButOutside+1);
#endif
		}
		else if (theOr == 0)
		{
			testList[i] = 1;
			ret++;

			(*visibleIndexedVertices)[index0] = 1;
			(*visibleIndexedVertices)[index1] = 1;
			(*visibleIndexedVertices)[index2] = 1;

#ifdef LAB_ONLY
			Set_Statistic(PolysClippedButInside, PolysClippedButInside+1);
#endif
		}

		//
		//-----------------------------------------------------------------
		// It is not a trivial case, so we must now do real clipping on the
		// polygon
		//-----------------------------------------------------------------
		//
		else
		{
			unsigned short numberVerticesPerPolygon = 0;

			//
			//---------------------------------------------------------------
			// Handle the case of a single clipping plane by stepping through
			// the vertices and finding the edge it originates
			//---------------------------------------------------------------
			//
			bool firstIsIn;
			if (theOr.GetNumberOfSetBits() == 1)
			{
#ifdef LAB_ONLY
				Set_Statistic(PolysClippedButOnePlane, PolysClippedButOnePlane+1);
#endif
				for(k=j;k<j+3;k++)
				{
					k0 = index[k];
					k1 = index[(k+1) < j+3 ? k+1 : j];

					//
					//----------------------------------------------------
					// If this vertex is inside the viewing space, copy it
					// directly to the clipping buffer
					//----------------------------------------------------
					//
					int clipped_index =
						myNumberUsedClipVertex + numberVerticesPerPolygon;
					theTest = cs[k0];

					if(theTest == 0)
					{
						firstIsIn = true;
						(*clipExtraCoords)[clipped_index] = (*transformedCoords)[k0];

						(*clipExtraColors)[clipped_index] = colors[k0];

						(*clipExtraTexCoords)[clipped_index] = texCoords[k0];

						numberVerticesPerPolygon++;
						clipped_index++;

						//
						//-------------------------------------------------------
						// We don't need to clip this edge if the next vertex is
						// also in the viewing space, so just move on to the next
						// vertex
						//-------------------------------------------------------
						//
						if(cs[k1] == 0)
						{
							continue;
						}
					}

					//
					//---------------------------------------------------------
					// This vertex is outside the viewing space, so if the next
					// vertex is also outside the viewing space, no clipping is
					// needed and we throw this vertex away.  Since only one
					// clipping plane is involved, it must be in the same space
					// as the first vertex
					//---------------------------------------------------------
					//
					else
					{
						firstIsIn = false;
						if(cs[k1] != 0)
						{
							Verify(cs[k1] == cs[k0]);
							continue;
						}
					}

					//
					//--------------------------------------------------
					// We now find the distance along the edge where the
					// clipping plane will intersect
					//--------------------------------------------------
					//
					int ct = 0;
					mask = 1;
					theTest |= cs[k1];

					//
					//-----------------------------------------------------
					// Find the boundary conditions that match our clipping
					// plane
					//-----------------------------------------------------
					//
					for (l=0; l<MLRClippingState::NextBit; l++)
					{
						if(theTest.IsClipped(mask))
						{
//							GetDoubleBC(l, bc0, bc1, transformedCoords[k0], transformedCoords[k1]);

							//
							//-------------------------------------------
							// Find the clipping interval from bc0 to bc1
							//-------------------------------------------
							//
							if(firstIsIn==true)
							{
								a = GetLerpFactor(l, (*transformedCoords)[k0], (*transformedCoords)[k1]);
							}
							else
							{
								a = GetLerpFactor(l, (*transformedCoords)[k1], (*transformedCoords)[k0]);
							}

							Verify(a >= 0.0f && a <= 1.0f);

							ct = l;

							break;
						}
						mask <<= 1;
					}

					//
					//------------------------------
					// Lerp the homogeneous position
					//------------------------------
					//
					if(firstIsIn==true)
					{
						(*clipExtraCoords)[clipped_index].Lerp(
							(*transformedCoords)[k0],
							(*transformedCoords)[k1],
							a
						);

						DoClipTrick((*clipExtraCoords)[clipped_index], ct);

						//
						//----------------------------------------------------------
						// If there are colors, lerp them in screen space for now as
						// most cards do that anyway
						//----------------------------------------------------------
						//
		#if COLOR_AS_DWORD
						(*clipExtraColors)[clipped_index] = Color_DWORD_Lerp (
							colors[k0],
							colors[k1],
							a
						);
		#else
						(*clipExtraColors)[clipped_index].Lerp(
							colors[k0],
							colors[k1],
							a
						);
		#endif
						//
						//-----------------------------------------------------
						// If there are texture uv's, we need to lerp them in a
						// perspective correct manner
						//-----------------------------------------------------
						//
						(*clipExtraTexCoords)[clipped_index].Lerp
							(
								texCoords[k0],
								texCoords[k1],
								a
							);
					}
					else
					{
						(*clipExtraCoords)[clipped_index].Lerp(
							(*transformedCoords)[k1],
							(*transformedCoords)[k0],
							a
						);

						DoClipTrick((*clipExtraCoords)[clipped_index], ct);

						//
						//----------------------------------------------------------
						// If there are colors, lerp them in screen space for now as
						// most cards do that anyway
						//----------------------------------------------------------
						//
		#if COLOR_AS_DWORD
						(*clipExtraColors)[clipped_index] = Color_DWORD_Lerp (
							colors[k1],
							colors[k0],
							a
						);
		#else
						(*clipExtraColors)[clipped_index].Lerp(
							colors[k1],
							colors[k0],
							a
						);
		#endif
						//
						//-----------------------------------------------------
						// If there are texture uv's, we need to lerp them in a
						// perspective correct manner
						//-----------------------------------------------------
						//
						(*clipExtraTexCoords)[clipped_index].Lerp
							(
								texCoords[k1],
								texCoords[k0],
								a
							);
					}

					//
					//--------------------------------
					// Bump the polygon's vertex count
					//--------------------------------
					//
					numberVerticesPerPolygon++;
				}
				(*clipExtraLength)[myNumberUsedClipLength] = numberVerticesPerPolygon;
#ifdef _ARMOR
				(*clipExtraLength)[myNumberUsedClipLength] &= ~0x8000;
#endif
			}

			//
			//---------------------------------------------------------------
			// We have to handle multiple planes.  We do this by creating two
			// buffers and we switch between them as we clip plane by plane
			//---------------------------------------------------------------
			//
			else
			{
#ifdef LAB_ONLY
				Set_Statistic(PolysClippedButGOnePlane, PolysClippedButGOnePlane+1);
#endif
				ClipData2 srcPolygon, dstPolygon;
				int dstBuffer = 1;

				srcPolygon.coords = clipBuffer[dstBuffer].coords.GetData();

				srcPolygon.colors = clipBuffer[dstBuffer].colors.GetData();
				srcPolygon.texCoords = clipBuffer[dstBuffer].texCoords.GetData();
				srcPolygon.clipPerVertex = clipBuffer[dstBuffer].clipPerVertex.GetData();

				//
				//----------------------------------------------------------
				// unravel and copy the original data into the source buffer
				//----------------------------------------------------------
				//
				for(k=j,l=0;k<j+3;k++,l++)
				{
					int indexK = index[k];

					srcPolygon.coords[l] = (*transformedCoords)[indexK];

					srcPolygon.colors[l] = colors[indexK];

					srcPolygon.texCoords[l] = texCoords[indexK];

					srcPolygon.clipPerVertex[l] = (*clipPerVertex)[indexK];
				}

				srcPolygon.length = l;

				//
				//--------------------------------
				// Point to the destination buffer
				//--------------------------------
				//
				dstBuffer = 0;

				dstPolygon.coords = clipBuffer[dstBuffer].coords.GetData();
				dstPolygon.colors = clipBuffer[dstBuffer].colors.GetData();
				dstPolygon.texCoords = clipBuffer[dstBuffer].texCoords.GetData();
				dstPolygon.clipPerVertex = clipBuffer[dstBuffer].clipPerVertex.GetData();
				dstPolygon.length = 0;

				//
				//-----------------------------------------------------------
				// Spin through each plane that clipped the primitive and use
				// it to actually clip the primitive
				//-----------------------------------------------------------
				//
				mask = 1;
				MLRClippingState theNewOr(0);
				int loop = 4;

#if HUNT_CLIP_ERROR
				for(k=0;k<srcPolygon.length;k++)
				{
					DEBUG_STREAM << setiosflags( ios::scientific) << setprecision(20) 
						<< srcPolygon.coords[k].x << " "
						<< srcPolygon.coords[k].y << " "
						<< srcPolygon.coords[k].z << " "
						<< srcPolygon.coords[k].w << '\n';
				}
#endif
#if HUNT_CLIP_ERROR
					DEBUG_STREAM << "TheOriginalOR: " << hex << theOr.GetClippingState() << dec << '\n';
#endif

				do
				{
					for(l=0; l<MLRClippingState::NextBit; l++)
					{
						if(theOr.IsClipped(mask))
						{

							//
							//-----------------------------------
							// Clip each vertex against the plane
							//-----------------------------------
							//
	#if HUNT_CLIP_ERROR
							DEBUG_STREAM << l << ": " << '\n';
	#endif
							for(k=0;k<srcPolygon.length;k++)
							{

								k1 = (k+1) < srcPolygon.length ? k+1 : 0;

								theTest = srcPolygon.clipPerVertex[k];

								//
								//----------------------------------------------------
								// If this vertex is inside the viewing space, copy it
								// directly to the clipping buffer
								//----------------------------------------------------
								//
								if(theTest.IsClipped(mask) == 0)
								{
									firstIsIn = true;

									dstPolygon.coords[dstPolygon.length] = 
										srcPolygon.coords[k];
	#if HUNT_CLIP_ERROR
									DEBUG_STREAM << k << " goes " << setiosflags( ios::scientific) << setprecision(20) 
										<< srcPolygon.coords[k].x << " "
										<< srcPolygon.coords[k].y << " "
										<< srcPolygon.coords[k].z << " "
										<< srcPolygon.coords[k].w << '\n';
	#endif


									dstPolygon.clipPerVertex[dstPolygon.length] = 
										srcPolygon.clipPerVertex[k];
									dstPolygon.colors[dstPolygon.length] = 
										srcPolygon.colors[k];

									dstPolygon.texCoords[dstPolygon.length] = 
										srcPolygon.texCoords[k];
									dstPolygon.length++;

									//
									//-------------------------------------------------------
									// We don't need to clip this edge if the next vertex is
									// also in the viewing space, so just move on to the next
									// vertex
									//-------------------------------------------------------
									//
									if(srcPolygon.clipPerVertex[k1].IsClipped(mask) == 0)
									{
										continue;
									}
								}

								//
								//---------------------------------------------------------
								// This vertex is outside the viewing space, so if the next
								// vertex is also outside the viewing space, no clipping is
								// needed and we throw this vertex away.  Since only one
								// clipping plane is involved, it must be in the same space
								// as the first vertex
								//---------------------------------------------------------
								//
								else 
								{
									firstIsIn = false;

									if(srcPolygon.clipPerVertex[k1].IsClipped(mask) != 0)
									{
										Verify(
											srcPolygon.clipPerVertex[k1].IsClipped(mask)
											== srcPolygon.clipPerVertex[k].IsClipped(mask)
										);
										continue;
									}
								}

								//
								//-------------------------------------------
								// Find the clipping interval from bc0 to bc1
								//-------------------------------------------
								//
								if(firstIsIn == true)
								{
									a = GetLerpFactor (l, srcPolygon.coords[k], srcPolygon.coords[k1]);

									Verify(a >= 0.0f && a <= 1.0f);

									//
									//------------------------------
									// Lerp the homogeneous position
									//------------------------------
									//
									dstPolygon.coords[dstPolygon.length].Lerp(
										srcPolygon.coords[k],
										srcPolygon.coords[k1],
										a
									);

	#if HUNT_CLIP_ERROR
									DEBUG_STREAM << "True " << a << " " << k << " " << k1 << " we get " << dstPolygon.length << '\n';
									DEBUG_STREAM << setiosflags( ios::scientific) << setprecision(20) 
										<< dstPolygon.coords[dstPolygon.length].x << " "
										<< dstPolygon.coords[dstPolygon.length].y << " "
										<< dstPolygon.coords[dstPolygon.length].z << " "
										<< dstPolygon.coords[dstPolygon.length].w << '\n';
	#endif
									DoClipTrick(dstPolygon.coords[dstPolygon.length], l);


									//
									//----------------------------------------------------------
									// If there are colors, lerp them in screen space for now as
									// most cards do that anyway
									//----------------------------------------------------------
									//
			#if COLOR_AS_DWORD
									dstPolygon.colors[dstPolygon.length] = Color_DWORD_Lerp(
										srcPolygon.colors[k],
										srcPolygon.colors[k1],
										a
									);
		#else
									dstPolygon.colors[dstPolygon.length].Lerp(
										srcPolygon.colors[k],
										srcPolygon.colors[k1],
										a
									);
		#endif
									//
									//-----------------------------------------------------
									// If there are texture uv's, we need to lerp them in a
									// perspective correct manner
									//-----------------------------------------------------
									//
									dstPolygon.texCoords[dstPolygon.length].Lerp
										(
											srcPolygon.texCoords[k],
											srcPolygon.texCoords[k1],
											a
										);
								}
								else
								{
									a = GetLerpFactor (l, srcPolygon.coords[k1], srcPolygon.coords[k]);
									Verify(a >= 0.0f && a <= 1.0f);

								//
								//------------------------------
								// Lerp the homogeneous position
								//------------------------------
								//
								dstPolygon.coords[dstPolygon.length].Lerp(
									srcPolygon.coords[k1],
									srcPolygon.coords[k],
									a
								);

	#if HUNT_CLIP_ERROR
									DEBUG_STREAM << "False " << a << " " << k << " " << k1 << " we get " << dstPolygon.length << '\n';
									DEBUG_STREAM << setiosflags( ios::scientific) << setprecision(20) 
										<< dstPolygon.coords[dstPolygon.length].x << " "
										<< dstPolygon.coords[dstPolygon.length].y << " "
										<< dstPolygon.coords[dstPolygon.length].z << " "
										<< dstPolygon.coords[dstPolygon.length].w << '\n';
	#endif

								DoClipTrick(dstPolygon.coords[dstPolygon.length], l);


								//
								//----------------------------------------------------------
								// If there are colors, lerp them in screen space for now as
								// most cards do that anyway
								//----------------------------------------------------------
								//
		#if COLOR_AS_DWORD
								dstPolygon.colors[dstPolygon.length] = Color_DWORD_Lerp(
									srcPolygon.colors[k1],
									srcPolygon.colors[k],
									a
								);
		#else
								dstPolygon.colors[dstPolygon.length].Lerp(
									srcPolygon.colors[k1],
									srcPolygon.colors[k],
									a
								);
		#endif
								//
								//-----------------------------------------------------
								// If there are texture uv's, we need to lerp them in a
								// perspective correct manner
								//-----------------------------------------------------
								//
								dstPolygon.texCoords[dstPolygon.length].Lerp
									(
										srcPolygon.texCoords[k1],
										srcPolygon.texCoords[k],
										a
									);
								}

								//
								//-------------------------------------
								// We have to generate a new clip state
								//-------------------------------------
								//
								dstPolygon.clipPerVertex[dstPolygon.length].Clip4dVertex(&dstPolygon.coords[dstPolygon.length]);

								//
								//----------------------------------
								// Bump the new polygon vertex count
								//----------------------------------
								//
								dstPolygon.length++;
							}

							//
							//-----------------------------------------------
							// Swap source and destination buffer pointers in
							// preparation for the next plane test
							//-----------------------------------------------
							//
							srcPolygon.coords = clipBuffer[dstBuffer].coords.GetData();
							srcPolygon.colors = clipBuffer[dstBuffer].colors.GetData();
							srcPolygon.texCoords = clipBuffer[dstBuffer].texCoords.GetData();
							srcPolygon.clipPerVertex = clipBuffer[dstBuffer].clipPerVertex.GetData();	
							srcPolygon.length = dstPolygon.length;

							dstBuffer = !dstBuffer;

							dstPolygon.coords = clipBuffer[dstBuffer].coords.GetData();
							dstPolygon.colors = clipBuffer[dstBuffer].colors.GetData();
							dstPolygon.texCoords = clipBuffer[dstBuffer].texCoords.GetData();
							dstPolygon.clipPerVertex = clipBuffer[dstBuffer].clipPerVertex.GetData();
							dstPolygon.length = 0;

						}

						mask = mask << 1;
					}

					theNewOr = 0;
					for(k=0;k<srcPolygon.length;k++)
					{
						theNewOr |= srcPolygon.clipPerVertex[k];
					}
#if HUNT_CLIP_ERROR
					DEBUG_STREAM << "TheOR: " << hex << theNewOr.GetClippingState() << dec << '\n';
#endif

					theOr = theNewOr;
				} while (theNewOr != 0 && loop--);

				//
				//--------------------------------------------------
				// could not clip this rare case, just ignore it
				//--------------------------------------------------
				//
				if(theNewOr != 0)
				{
					testList[i] = 0;
					continue;
				}

				//
				//--------------------------------------------------
				// Move the most recent polygon into the clip buffer
				//--------------------------------------------------
				//
#if HUNT_CLIP_ERROR
				DEBUG_STREAM << "Final: " << srcPolygon.length << '\n';
#endif
				for(k=0;k<srcPolygon.length;k++)
				{
					int clipped_index = myNumberUsedClipVertex + k;
#if HUNT_CLIP_ERROR
					DEBUG_STREAM << setiosflags( ios::scientific) << setprecision(20) 
						<< srcPolygon.coords[k].x << " "
						<< srcPolygon.coords[k].y << " "
						<< srcPolygon.coords[k].z << " "
						<< srcPolygon.coords[k].w << '\n';
#endif

					(*clipExtraCoords)[clipped_index] = srcPolygon.coords[k];

					(*clipExtraColors)[clipped_index] = srcPolygon.colors[k];

					(*clipExtraTexCoords)[clipped_index] = srcPolygon.texCoords[k];
				}

				numberVerticesPerPolygon = srcPolygon.length;
#if HUNT_CLIP_ERROR
				DEBUG_STREAM << "---" << '\n';
#endif
			
				(*clipExtraLength)[myNumberUsedClipLength] = numberVerticesPerPolygon;
#ifdef _ARMOR
				(*clipExtraLength)[myNumberUsedClipLength] |= 0x8000;
#endif
			}
			myNumberUsedClipVertex += numberVerticesPerPolygon;
			myNumberUsedClipLength++;
			ret++;

//					clip

//					dont draw the original
			testList[i] = 0;
		}
	}

	Check_Object(vt);
	gos_vertices = vt->GetActualVertexPool();
	numGOSVertices = 0;
	gos_indices = vt->GetActualIndexPool();
	numGOSIndices = 0;

	unsigned short strideIndex;
	for(j=0,strideIndex=0;j<*usedNrOfPoints;j++)
	{
		if((*visibleIndexedVertices)[j] == 0)
		{
			strideIndex++;
		}
		else
		{
			indexOffset[j] = static_cast<unsigned short>(j-strideIndex);

			GOSCopyData(
				&gos_vertices[numGOSVertices],
				transformedCoords->GetData(),
				colors,
				texCoords,
				j
			);

#ifdef LAB_ONLY
			if(gShowClippedPolys)
			{
				gos_vertices[numGOSVertices].argb = 0xff0000ff;
				gos_vertices[numGOSVertices].u = 0.0f;
				gos_vertices[numGOSVertices].v = 0.0f;
			}
#endif

			numGOSVertices++;
		}
	}

	for(i=0,j=0;i<*usedNrOfTriangles;j+=3,++i)
	{
		if(testList[i] == 0)
		{
			continue;
		}

		Verify((vt->GetLastIndex() + 3 + numGOSIndices) < vt->GetLength());

		Verify(indexOffset[index[j]] < numGOSVertices);
		gos_indices[numGOSIndices] = indexOffset[index[j]];

		Verify(indexOffset[index[j+2]] < numGOSVertices);
		gos_indices[numGOSIndices+1] = indexOffset[index[j+2]];

		Verify(indexOffset[index[j+1]] < numGOSVertices);
		gos_indices[numGOSIndices+2] = indexOffset[index[j+1]];

		numGOSIndices += 3;
	}

	unsigned short stride;
	if(myNumberUsedClipLength > 0)
	{
		for(i=0,j=0;i<myNumberUsedClipLength;i++)
		{
#ifdef _ARMOR
			stride = static_cast<unsigned short>((*clipExtraLength)[i] & 0x7fff);
#else
			stride = static_cast<unsigned short>((*clipExtraLength)[i]);
#endif
			for(k=1;k<stride-1;k++)
			{
				Verify((vt->GetLast() + 3 + numGOSVertices) < vt->GetLength());
				Verify((vt->GetLastIndex() + 3 + numGOSIndices) < vt->GetLength());

				GOSCopyTriangleData(
					&gos_vertices[numGOSVertices],
					clipExtraCoords->GetData(),
					clipExtraColors->GetData(),
					clipExtraTexCoords->GetData(),
					j, j+k+1, j+k
				);

#ifdef LAB_ONLY
				if(gShowClippedPolys)
				{
					if((*clipExtraLength)[i] & 0x8000)
					{
						gos_vertices[numGOSVertices].argb = 0xffff0000;
						gos_vertices[numGOSVertices].u = 0.0f;
						gos_vertices[numGOSVertices].v = 0.0f;

						gos_vertices[numGOSVertices+1].argb = 0xffff0000;
						gos_vertices[numGOSVertices+1].u = 0.0f;
						gos_vertices[numGOSVertices+1].v = 0.0f;

						gos_vertices[numGOSVertices+2].argb = 0xffff0000;
						gos_vertices[numGOSVertices+2].u = 0.0f;
						gos_vertices[numGOSVertices+2].v = 0.0f;
					}
					else
					{
						gos_vertices[numGOSVertices].argb = 0xffff9999;
						gos_vertices[numGOSVertices].u = 0.0f;
						gos_vertices[numGOSVertices].v = 0.0f;

						gos_vertices[numGOSVertices+1].argb = 0xffff9999;
						gos_vertices[numGOSVertices+1].u = 0.0f;
						gos_vertices[numGOSVertices+1].v = 0.0f;

						gos_vertices[numGOSVertices+2].argb = 0xffff9999;
						gos_vertices[numGOSVertices+2].u = 0.0f;
						gos_vertices[numGOSVertices+2].v = 0.0f;
					}
				}
#endif


				Verify((vt->GetLastIndex() + 3 + numGOSIndices) < vt->GetLength());
				Verify(numGOSIndices%3 == 0);

				gos_indices[numGOSIndices] = (unsigned short)numGOSVertices;
				gos_indices[numGOSIndices+1] = (unsigned short)(numGOSVertices + 1);
				gos_indices[numGOSIndices+2] = (unsigned short)(numGOSVertices + 2);

				numGOSVertices += 3;
				numGOSIndices += 3;
			}

			j += stride;
		}
#if HUNT_CLIP_ERROR
		DEBUG_STREAM << "***" << endl << endl;
#endif

	}
	vt->Increase(numGOSVertices);
	vt->IncreaseIndex(numGOSIndices);

	return numGOSIndices;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void 
	MLRIndexedTriangleCloud::TestInstance() const
{
	if (usedNrOfTriangles)
	{
		Check_Pointer(usedNrOfTriangles);
		Verify(*usedNrOfTriangles >= 0);
		Verify(*usedNrOfTriangles <= maxNrOf);
	}
}

